Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I'm just starting up Warhammer Fantasy with Vampire Counts. I had a couple questions about some of the basic units before I run out and buy anything that I'm hoping the community can help me with.
-Zombies vs. Skeletons: Do you recommend one over the other, or both? What role does each play, and what is the ideal regiment size.
-Skeleton equipment: What do you give to your Skeletons? Do you load them with armor and shield to raise more later, or just go for the cheap horde approach. Do you ever find spears useful? For command, do you recommend Musicians and Standard Bearers? The champion doesn't seem to be that great an investment, am I wrong?
-Ghouls: What do I do with these guys? I'm totally new to the game and don't know all the mechanics, are these to do things like block marching and screen other troops from missile attacks?
-Dire Wolves: Should I just think of these as cheap cavalry, and generally try to get flank charges and such, or is there a better use for them?
-The General: Because this character is so valuable, should I pretty much always give him a ward save? I'm not totally sure which Bloodline I want to go with (I can do them over time I guess). Do you generally like to keep a General on foot in an infantry regiment, so that he keeps pace with the army and grants his command and march bonus (also to protect him from lost combats I'm sure).
-Bloodlines: There's alot of flashy stuff here, are any recommended more than others? I've read somewhere that Blood Dragons are really one-trick ponies, do you agree with that sentiment? So far my two favorites are Blood Dragon and Strigoi, but they all look pretty interesting.
I appreciate any advice, I'm still going through the book and soaking all the options in. I'm asking this stuff because I really lack the foundation knowledge, I want a good solid base to build my army from.
I'll take a stab at some of these...
Zombies vs. skeletons is an age-old question. You'll be able to find plenty of threads dedicated to this subject, but in short: zombies for horde, skeletons with armour for a little more durability.
If you put characters in with your skeletons I recommend a champion for unwanted challenges, otherwise you only need a standard, and maybe a musician.
There is no ideal regiment size, but generally 20+ is most useful I feel. I usually run regiments of 20 and then boost them with a few invocations.
Ghouls: I use them for putting on the flanks, people are wary of getting flank-charged by these multi-attack poisonous madmen. I'ts a cheap way to slow down an enemy flank. They can also be used to flee charges to set up countercharges, as the only thing in your army. Plus I hear they are good at taking out giants or other big things without armour save, with their poison.
Dire wolves are good for flank charges, but even better for redirecting heavy enemy units: block their path with wolves at an angle, and set up your countercharge. Or just get those chosen chaos knights out of the game for a few turns.
Wolves can also be used for hunting lone mages, warmachines and/or small units of fast cavalry/skirmishers.
The general should always have some kind of protection I feel, and for me i'ts usually a ward save. And I generally keep him in a block of armoured skeletons, people will have trouble dealing with a vampire in there.
As for Bloodlines, that's entirely up to you! Take what appeals to you the most.
Hope that answers some of your questions, feel free to ask further. Also: there's a rundown on all the units in the back of the book. Can be good for a few pointers.
Welcome to the big Vampire Family. The zombie vs. skeleton debate has raged on for years. It really boils down to a matter of personal preference, Zombies are cheaper and don't kill anything, skeletons don't really kill much of anything either but they have equipment options that can let them live longer. Skellies have a 5+ save in combat opposed to the 6+ of the zombies, but their equipment can make them expensive real quick, but also better to summon in that unit. Skeleton equipment is also a matter of taste, but since vampire counts require numbers to make people run away in fear it is generally accepted to have hordes of troops to break your opponents. I do not like spears because hand weapons give you an additional + to your save in close combat and they don't cost anything. A skeleton commander is not worth the point unless you have another hero in the unit as they can accept the challenge instead of your more important necromancer. We win by outnumbering our opponent and having our fear effect automatically break them. Ghouls, some people love them some people hate them, I am of the latter, I don't find them useful in my army, but I might prefer to play differently than you. Two poisoned attacks is nothing to sneeze at, though, and skirmish allows them some mobility and march blocking. I love me some dire wolves, with their 18" movement they are fast and versatile. Wolves are most often used for flanking (negating your enemies rank bonus while your horde has theirs is an easy way to break your enemy) but they can also be used to catch lone wizards (less common in the new rules) and war machines. The general should be in the middle of your army at all times so they can march and use his leadership. I like to keep mine in a block of foot troops to give them a little extra punch is he is a Vampire. Do not worry too much about him dying if he is a vampire as they are quite hard to kill (look out sir helps against those cannons and bolt throwers). Bloodlines will greatly determine your play style as they effect which items you take and how your general engages people. Lahmians are considered the least powerful. Necrarchs are magic heavy and rely on hordes of minions (which is costly money wise), Blood Dragons are beastly in combat and are one of the few wizards in the game who can cast spells in armor, Van Carsteins are helpfull in larger point games (3000+) because they can have an 18" aura instead of 12", Strigoi are ripped and spend all of their points on bloodline powers because they cannot have any of the shiny magic items.
Frozencore: zombies don't have any save, they are only equipped with a hand weapon.
Edit: Oh, and skeletons can get a 4+, thats mainly why some people use them over the zombies.
Skeletons have one big advantage over zombies: If they charge then they trike first. The zombies Braindead rule really means that unless your opponent fluffs his dice you're not going to have many attacks back. Though not likely to strike first, skeletons can actually do it sometimes, like charging or against great weapons.
20 is my minimum unit size, so that I get full rank bonus and also so that if I miss a couple of invocations my unit isn't too small.I allways take full command for skeletons. The extra attack of the champion has paid off many times over, and unless your opponent specifies he's attacking the champion then you'll allways be getting those 2 attacks back, even if he killed 10 of your guys.-Skeleton equipment: What do you give to your Skeletons? Do you load them with armor and shield to raise more later, or just go for the cheap horde approach. Do you ever find spears useful? For command, do you recommend Musicians and Standard Bearers? The champion doesn't seem to be that great an investment, am I wrong?Not so much march blocking, but yeah protecting your flanks and march blocking. They can have a bit of impact on the charge too with 2 poisoned attacks each.-Ghouls: What do I do with these guys? I'm totally new to the game and don't know all the mechanics, are these to do things like block marching and screen other troops from missile attacks?Pretty much flanking and artillery hunting. They're too weak to win most combats on their own.-Dire Wolves: Should I just think of these as cheap cavalry, and generally try to get flank charges and such, or is there a better use for them?I like to have some sort of save, which for anyone apart from a blood dragon means a ward save. Though in smaller games (1,500 or below) you can get away without one. Me and my mate took undead to the doubles tournament and neither of our necromancers had a ward save and the general didn't die once.-The General: Because this character is so valuable, should I pretty much always give him a ward save? I'm not totally sure which Bloodline I want to go with (I can do them over time I guess). Do you generally like to keep a General on foot in an infantry regiment, so that he keeps pace with the army and grants his command and march bonus (also to protect him from lost combats I'm sure).Depends, speaking broadly Blood Dragons are one trick ponies (combat), but they have a lot of tricks for that area.-Bloodlines: There's a lot of flashy stuff here, are any recommended more than others? I've read somewhere that Blood Dragons are really one-trick ponies, do you agree with that sentiment? So far my two favorites are Blood Dragon and Strigoi, but they all look pretty interesting.
There's no bloodline that's stronger than the others, so it all comes down to your style of play as to which bloodline you pick.
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
If your new to VC you might find these tacticas useful.
http://www.librarium-online.com/foru...-vc-index.html (VC Index)
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
Thanks for the information, everyone. I was already reading some of those tacticas, I just didn't understand some of it and was trying to clarify.
If I may ask a modeling question, what should I do if I want to equip skeletons with light armor? The plastic set doesn't seem to include a way to distinguish armored from unarmored skeletons.